Evidence map›Paper›PMID 34241628›Full record

Trial reportJAMA network open2021

Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight: A Randomized Clinical Trial.

Anish K Agarwal, Kimberly J Waddell, Dylan S Small, Chalanda Evans, Tory O Harrington, Rachel Djaraher, Ai Leen Oon, Mitesh S Patel

2 registry-linked trialsAbstract readRandomized Controlled Trial
In one paragraph

Trial report in JAMA network open, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 24 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
24citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT03563027 nacompletednot on this map

Evaluating Connected Health Approaches to Improving the Health of Veterans (CDA 15-065)

TypeinterventionalSponsorVA Office of Research and DevelopmentRan2019 to 2020Enrolled180ConditionsPhysical ActivityArmsSocial Incentive Gamification, Support Sponsor, Financial Incentive
NCT06818071 nacompletednot on this mapstarted 2024, after this paper: background citation

Application of Gamified Elements to Increase Daily Step Count in University Students in Taiwan A Randomized Controlled Trial

TypeinterventionalSponsorTaipei Medical UniversityRan2024 to 2025Enrolled255ConditionsPhysical Activity, Gamification, Daily Step CountArmsPoints and Leaderboards, Social Aspects, Health Messages, Pikmin Bloom
3 · Its place in the literature

Who cites it

24 citing papers in PubMed, 2 syntheses or guidelines pooled it.

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  6. Feasibility and Usability of a Post-Hospital Behavioral Intervention to Improve Mobility in Veterans.Inquiry : a journal of medical care organization, provision and financing
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Anish K AgarwalDepartment of Emergency Medicine, The Perelman School of Medicine, The University of Pennsylvania, Philadelphia.
Kimberly J WaddellThe Penn Medicine Nudge Unit, The University of Pennsylvania, Philadelphia.
Dylan S SmallStatistics Department,The Wharton School, The University of Pennsylvania, Philadelphia.
Chalanda EvansDepartment of Emergency Medicine, The Perelman School of Medicine, The University of Pennsylvania, Philadelphia.
Tory O HarringtonDepartment of Emergency Medicine, The Perelman School of Medicine, The University of Pennsylvania, Philadelphia.
Rachel DjaraherDepartment of Emergency Medicine, The Perelman School of Medicine, The University of Pennsylvania, Philadelphia.
Ai Leen OonDepartment of Emergency Medicine, The Perelman School of Medicine, The University of Pennsylvania, Philadelphia.
Mitesh S PatelDepartment of Emergency Medicine, The Perelman School of Medicine, The University of Pennsylvania, Philadelphia.

Funding

Learning Health Systems Mentored Career Development ProgramK12HS026372 · AHRQ · UNIVERSITY OF PENNSYLVANIA · PI ASCH, DAVID A, LANE-FALL, MEGHAN BROOKS · 2018 to 2022
$3.2M
6 · The paper itself

Abstract

Importance: Gamification is increasingly being used for health promotion but has not been well tested with financial incentives or among veterans. Objective: To test the effectiveness of gamification with social support, with and without a loss-framed financial incentive, to increase physical activity among veterans classified as having overweight and obesity. Design, Setting, and Participants: This 3-group randomized clinical trial had a 12-week intervention period and an 8-week follow-up period. Participants included veterans with a body mass index greater than or equal to 25 who were receiving care from a single site in Philadelphia, Pennsylvania. Participants underwent a remotely monitored intervention from March 19, 2019, to August 9, 2020. Data analyses were conducted between October 1, 2020, and November 14, 2020. Interventions: All participants received a wearable device to track step counts and selected a step goal. The control group received feedback from their devices only. Participants in the 2 gamification groups were entered into a 12-week game with points and levels designed using behavioral economic principles and selected a support partner to receive weekly updates. Participants in the loss-framed financial incentive group had $120 allocated to a virtual account and lost $10 if weekly goals were not achieved. Main Outcomes and Measures: The primary outcome was the change in mean daily steps from baseline during the intervention. Secondary outcomes include proportion of days goals were achieved and changes during follow-up. Results: A total of 180 participants were randomized, 60 to the gamification with social support group, 60 to the gamification with social support and loss-framed financial incentives group, and 60 to the control group. The participants had a mean (SD) age of 56.5 (12.9) years and a mean (SD) body mass index of 33.0 (5.6); 71 participants (39.4%) were women, 90 (50.0%) were White, and 67 (37.2%) were Black. During the intervention period, compared with control group participants, participants in the gamification with financial incentives group had a significant increase in mean daily steps from baseline (adjusted difference, 1224 steps; 95% CI, 451 to 1996 steps; P = .005), but participants in the gamification without financial incentives group did not (adjusted difference, 433 steps; 95% CI, -337 to 1203 steps; P = .81). The increase for the gamification with financial incentives group was not sustained during the follow-up period, and the step count was not significantly different than that of the control group (adjusted difference, 564 steps; 95% CI, -261 to 1389 steps; P = .37). Compared with the control group, participants in the intervention groups had a significantly higher adjusted proportion of days meeting their step goal during the main intervention and follow-up period (gamification with social support group, adjusted difference from control, 0.21 participant-day; 95% CI, 0.18-0.24 participant-day; P < .001; gamification with social support and loss-framed financial incentive group, adjusted difference from control, 0.34 participant-day; 95% CI, 0.31-0.37 participant-day; P < .001). Conclusions and Relevance: Among veterans classified as having overweight and obesity, gamification with social support combined with loss-framed financial incentives was associated with a modest increase in physical activity during the intervention period, but the increase was not sustained during follow-up. Gamification without incentives did not significantly change physical activity. Trial Registration: ClinicalTrials.gov Identifier: NCT03563027.

Indexed as

GamificationMotivationAdultAgedBody Mass IndexExerciseFemaleHumansMaleMiddle AgedObesityOverweightPhiladelphiaSocial SupportVeterans

Identifiers

PMID34241628
PMCPMC8271358

What OpenQuestion holds

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LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.